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Thaddeus eyes the sewer entrance that Domitian just jumped through incredulously.
"I would rather not try that. I tend to be a little... unsteady... on my feet."
He then pulls out a hammer and piton, anchors the piton securely at the entrance, and ties a rope to it, letting it drop down into the darkness.
"There, that should work a trifle better!"
He then proceeds to climb down the rope.
Climb: 1d20 + 4 ⇒ (20) + 4 = 24 Vs DC 5
Talk about over-kill :-p

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Seeing that the fetid waters of the sewer, or anything else for that matter, hadn't swollowed Thaddeus whole upon entry Quioxti stepped up to the rope. He double checked the buckles and latches that secured his equipment, grabbed the rope, and carefully lowered himself - quite literally - into the bowels of the city.
Acrobatics: 1d20 + 2 - 3 ⇒ (8) + 2 - 3 = 7
With a clumbsy splash, he managed to reach the bottom. Quioxti released the breath he hadn't realized he was holding and immediate regretted it. Choking back the vomit that rose in his throat, the swordsman reached for the wayfinder hanging about his neck. With a single word, the compass began to shed a pale light that accompanied Domitian's lantern. Quioxti drew his Aldori dueling blade from its sheath and peered into the darkness beyond.
Perception: 1d20 ⇒ 1

G.M.E.W. |

Like shooting star Domitian and his lantern fall into darkness. As he falls the rouge sees that a hard stone floor awaits him at the bottom, not the thick wet sludge he expected. Unable to compensate for the miss calculation he lands on the floor with a heavy thud, his legs giving out from under him and his lantern flying from his grip, the flame going out as it clatters on the ground once again dousing the small room in darkness. As the Rouge is swallowed up by the dark those above catch a glimpse of a large harry form dart out from the corner of the room towards Domitian.
Fall Damage: 1d6 ⇒ 4
? vs. Domitian
Bite1d20 + 2 ⇒ (12) + 2 = 14
Bite Damage:1d6 ⇒ 5 + Poison
Fort DC 13 1d2 ⇒ 2 Dex damage
??: 1d20 + 3 ⇒ (13) + 3 = 16
Domitian: 1d20 + 4 ⇒ (7) + 4 = 11
Solomon: 1d20 + 4 ⇒ (18) + 4 = 22
Thaddeus: 1d20 - 2 ⇒ (8) - 2 = 6
Damian: 1d20 - 2 ⇒ (2) - 2 = 0
Quioxti: 1d20 + 2 ⇒ (11) + 2 = 13
Round 1:
22 Solomon
16 ??
13 Quioxti
11 Domitian -Prone
6 Thaddeus
0 Damian
Actions form everyone please.

G.M.E.W. |

Pre-Combat and Surprise Round Clarifications:
@ Domitian: If you could see where you were jumping I would have allowed you to take 10 but you leapt before you looked.
@ Quioxti: While Domitian lit his lantern you could have activated your wayfinder so you start combat with it lit.
Perception:1d20 ⇒ 2
@ Thaddeus: Would have been getting out your rope piton so you start combat with them out but yes it would take a full round to pound it in and secure the rope.
Perception:1d20 + 6 ⇒ (1) + 6 = 7
Sorry about the confusion you guys leapt into combat quicker than I expected.
Round 1 Recap:
Without hesitation Solomon follows the rogue down the hole and is swallowed by the darkness landing gracefully and tumbling to north to clear room for the rest of the party. Domitian scrambles to his feet and draws his sword while being ravaged by the large hairy beast. As Thad rushes to secure the piton the light from Quioxti's wayfinder reveals a set of hand holds along the inside of the grate, leading down the stone wall to the floor 15ft. Quioxti quickly scurries down the handholds his Wayfinder shedding light on the room below pushing back the darkness and revealing a spider as big as a mastiff tearing into the rogue. The Oracle quickly follows Quioxti down the rungs leaving Damian alone above. Not wanting to be left behind by the "children" the wizard begins to climb down as well but slips and tumbles down the hole. Astonishingly enough the frail man rightens himself just before hitting the floor and lands unharmed.
Jumping down the hole is a move action so Solomon and Damian had standard actions left. I had them move to north to make room for the others coming down. Clibing down is a full round action and requires a climb check. Quioxti was able to make it all the way down while Thad is half way, so next round he can use a move action to reach the floor and still have a standard action left
? OoA vs. Domitian
Bite1d20 + 2 ⇒ (18) + 2 = 20
Bite Damage:1d6 ⇒ 2 + Poison
Fort DC 14 1d2 ⇒ 1 Str damage
? vs. Domitian
Bite1d20 + 2 ⇒ (5) + 2 = 7
Bite Damage:1d6 ⇒ 3 + Poison
Fort DC 14 1d2 ⇒ 2 Str damage
Round 2:
22 Solomon
16 Spider
13 Quioxti
11 Domitian -Prone
6 Thaddeus
0 Damian
Actions form everyone please.
Spider:
AC = ?
Health=Uninjured
Conditions: None

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Wait, are there two different spiders now? Previously, the poison was dealing DEX damage at DC 13, now there's STR damage at DC 14. o.0 WHAT IS HAPPENING HERE?!? I need a map so that I can set up flanking with someone before I know where to go. Also, as my action last round was to stand (and drew an AoO for it), I should no longer be listed as prone.
Fort save: 1d20 + 2 ⇒ (13) + 2 = 15

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@Damitian: Looks like I accidentally used the poison stats for the Quasit my other party is fighting in my RoRL pbp. Current poison stats are correct DC 14 1d2 STR. Missed removing the Prone label; you are not prone.
Map was giving me trouble, that’s what I get for trying something new, ended up doing it in paint so sorry if it’s a little crude.
Map at the start of round 2:
Combat Map
Let me know if anyone has trouble looking at it.

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Round 2:
Swearing loudly in Infernal, Thaddeus clambers the rest of the way down the rope, as quickly as he can...
Accelerated Climb:1d20 + 4 - 5 ⇒ (6) + 4 - 5 = 5 Vs DC 5.
That was a little too close for comfort :-/
Coming down next to the spider (E2), he takes a swing at it with his fine elven blade!
MW Ivory-hilted Cold Iron Elven Curve Blade: 1d20 + 6 ⇒ (13) + 6 = 19, for 1d10 + 6 ⇒ (1) + 6 = 7 Cold Iron Slashing damage.

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Based on Quioxti's description of moving "behind" the spider, I'm going to assume he's now in F4, giving me the flank...
With a sly grin, the rogue rapidly delivers a one-two punch with his blades.
No movement, full attack w/flank bonuses. 1d20 + 8 ⇒ (11) + 8 = 19 to hit, dealing 1d6 + 3 ⇒ (2) + 3 = 5 and 2d6 ⇒ (1, 4) = 5 sneak attack. 1d20 + 8 ⇒ (14) + 8 = 22 to hit off-hand, dealing 1d6 + 2 ⇒ (5) + 2 = 7 and 2d6 ⇒ (1, 3) = 4 sneak attack. 21 total damage, unless it's AC is higher than 19.

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With the aid of the light from Quioxti's wayfinder Domitian takes his time eyeing his opponent. Quickly the Spider darts in and attemps to bite the Pathfinder but the rogue is too fast and dodges the blow. Just then Quioxti steps into position behind the deast and delivers a deep gash spraying greenish ichor across the wall. His target distracted, Donitian lunges forward and sinks both blades into the monster's abdomen. As the rest of the part move in to engage the spider they see that it is no longer a threat as it lies twitching on the ground.
Spider vs. Domitian
Bite1d20 + 2 ⇒ (9) + 2 = 11
Bite Damage:1d6 ⇒ 2 + Poison
Fort DC 14 1d2 ⇒ 1 Str damage

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With a flourish, Domitian sloughs off the spider ichor from his swords and guides them smoothly back into their sheathes at his hips.
"Well... that was most unpleasant."
He looks around for his fallen lantern and (so long as it is still relatively intact) relights it to inspect this little chamber further.

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Quioxti wipes the ichor clinging to his blade on the carcass at his feet, but does not return it to its sheath. "Better get used to it. This place is probably crawling with vermin like this. No pun intended."
By the light of his wayfinder, Quioxti moves a few paces down the tunnel. He looks about carefully before turning to face the rest of the party, "Hopefully there aren't too many other things we have to put down before we get to the rats though."

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"The four-legged rats do not concern me so much as the two-legged sort, Quioxti." Glancing at a twitching foreleg, the monk sniffed. "Unfortunate that I never learned how to milk a spider. The venom might have been useful." Solomon adjusts his pack and looks down the tunnel. "At least we need not worry about which way to go," he wryly comments, keeping his tone low.

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Domitian casts a smirk in the old man's direction.
"Damian, if you knew the first thing about swordplay, it's the fact that you don't let blood... or... spider guts... stick to your blade any longer than it has to. It'll pit the metal and ruin the edge. Not all of us are concerned about appearances," he adds with a wink.
"As for the spider...."
Can I make a Craft (Alchemy) check to extract the venom? If so: 1d20 + 8 ⇒ (1) + 8 = 9. Oooh, probably not with that roll.

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As Solomon and Damian look over the spider's corpse Domitian wips out a small vial and attempts to extract some poison. Unfortunately the rogue's hasty nature once again gets the better of him and while distracted with his conversation with Damian accidently pricks himself on the spiders pincer.
Fort DC 10 or 1 Str damage I lowered the DC and min damage since its just a prick.
Thaddeus on the other had takes his time examining the chamber and finds that the rubbish in the eastern corner of the room served as the spider's lair. Buried within the oracle unearths the remains of a small humanoid, still grasping a complex crossbow and wearing leather armor. Further investigation reveals four vials of liquid, two greyish brown, two oily black, a short sword, and quiver of bolts.

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Fort save: 1d20 + 2 ⇒ (15) + 2 = 17
"Blast it all!" Dom recoils from the spider's mandible. "Bah. Probably wouldn't do much good anyway. What've you got there, Thad?"
The rogue heads over to examine the oracle's findings.
Kn (Dungeoneering): 1d20 + 8 ⇒ (18) + 8 = 26
"Ah... that's definitely a derro. Seems the intel we received wasn't wrong after all. There'll likely be more deeper in."

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Thaddeus, muttering under his breath, casts Detect Magic, and turns to regard the four vial that were discovered...
Craft(Alchemy) [to identify poisons/alchemical objects]: 1d20 + 1 ⇒ (14) + 1 = 15.
Craft(Alchemy) [to identify poisons/alchemical objects]: 1d20 + 1 ⇒ (5) + 1 = 6.
Craft(Alchemy) [to identify poisons/alchemical objects]: 1d20 + 1 ⇒ (10) + 1 = 11.
Craft(Alchemy) [to identify poisons/alchemical objects]: 1d20 + 1 ⇒ (16) + 1 = 17.
Perception (to identify potions): 1d20 + 7 ⇒ (20) + 7 = 27.
Perception (to identify potions): 1d20 + 7 ⇒ (16) + 7 = 23.
Perception (to identify potions): 1d20 + 7 ⇒ (13) + 7 = 20.
Perception (to identify potions): 1d20 + 7 ⇒ (20) + 7 = 27.

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Solomon unslung his heavy crossbow and loaded it, keeping it at the ready as his companions inspected the items from the derro. Stepping about 20 feet from them, he peered into the swallowing darkness and listened intently for any sign of activity further down the tunnels.
1d20 + 7 ⇒ (16) + 7 = 23 Perception check.

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Sorry I didn't get a chance to catch up with you guys yesterday.
After muttering his incantation Thaddeus can see that the two greyish brown vials contain magical potions of healing. While the other two vials seem inert, uncorking the stopper releases a bitter alkaline odor. With the Oracle's training in alchemy he is easily able to determine the compound is in fact toxic and more than likely used as a poisonous coating for weapons.
Potion of Cure Light X2, Rare Poison X2.
For those looking down the hallway to the east the see a passage 20ft wide with a sewage filled channel at its center. Nothing but the drip of water can be heard further down the tunnel.
After about 100ft the passage leads to a area where it intersects with a second corridor.
Perception, Knowledge Dungeonerring or Survival checks please.

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Thaddeus winks at Domitian.
"You seemed eager to extract poison from that spider; how about you just use these vials of poison instead? The other two are curing potions. I would recommend we keep them separate from the poison, though; we would not want any unfortunate accidents!"
As the party progresses down the tunnel, Thaddeus sniffs in disgust.
"Uggh! Sewers..."
Perception: 1d20 + 7 ⇒ (3) + 7 = 10.

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Solomon paused they exchanged the vials, "I've a sunrod, if we want to use it. While it can't be hooded, it also can't be put out." He gestured to a side pocket of his pack. "I keep it here." Reaching into his belt pouch, Solomon pulled a piece of white chalk and reached up as high as he could on the wall. He marked an arrow pointing up, with only half a point on the side matching the direction they walked. He then returned his crossbow to the ready.
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He'll do that every 100 feet or so, certainly at any junction.
1d20 + 7 ⇒ (13) + 7 = 20 Perception check.

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As Domitian studies the intersection he notices that the waist from the north south and western tunnels flow towards the intersection while sewage in the eastern passage moves away. Knowing that the western tunnel must lead towards the docks, which provides the best access for moving contraband discreetly in and out of a city, he has hunch that would be the best route to direct the party’s investigation. Solomon, after making the corridor they came from with a caulk arrow, confirms the rogue’s suspicions when he notices a scrap of what must have once been fine silk, stained in blood a few feet down the western corridor.
Chose a tunnel and give me a new set of rolls please.
.

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Moving though the sewers is a tedious affair but with Domian' knowledge and the parties sharp eyes you are able make your way west uneventfully. Periodically someone stumbles across a sign that you are on the path; a splatter of blood on the floor, delicate human footprints in a patch of mud. An hour or so into your trek, after coming around a corner, you see lamplight pouring from a door way about 100ft ahead.
Perception checks from all, as well as actions.

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-It seems we have found someone here. -the voice of the old man was only a whisper.
He has his staff in one hand, while he put his other hand into his spell components pouch.
I'll get ready. Depends on what we see, I'll use one spell or another.
Perception: 1d20 + 3 ⇒ (8) + 3 = 11

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Seeing the light ahead, Quioxti immediately negates the magic illumination of his wayfinder. Adjusting his grip on his sword, he moves to the side of the tunnel and carefully advances to get a better view of what lays beyond the doorway. His lips begin to move silently, as if the swordsman were talking to himself.
Perception: 1d20 + 2 ⇒ (2) + 2 = 4

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Quioxti kills the light on his wayfinder and the party is engulfed in darkness. As your eyes adjust to the new lighting Domitian and Thaddeus hear the chattering of voices up ahead. While the rogue can only hear muffled chatter Thaddeus makes out the sound of voices of two men speaking in what sounds like common and a number of other squeaky voices talking in an odd language he does not recognize.
@Thad I did not see languages on your character sheet
@all if you are moving forward you will need stealth checks.

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Quioxti falls back, allowing Solomon to take a healthy lead, but continues to cautiously approach himself. He continues to mutter silently to himself, one hand gripping his sword, the other hanging at his side as if craddling an invisible ball.
Stealth: 1d20 - 1 ⇒ (14) - 1 = 13
If there's any opposition to our approach, I've got an acid orb spell readied to cast.